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DirtySDK (EA's Dirty Sockets library) will be used for the LiveAPI implementation, and depends on: EABase, EAThread.
50 lines
1.3 KiB
C
50 lines
1.3 KiB
C
///////////////////////////////////////////////////////////////////////////////
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// Copyright (c) Electronic Arts Inc. All rights reserved.
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///////////////////////////////////////////////////////////////////////////////
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#ifndef TESTTHREAD_H
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#define TESTTHREAD_H
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extern unsigned int gTestLengthSeconds;
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extern bool IsSuperUser();
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// The maximum number of threads spawned during EAThread unit tests.
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#ifndef EATHREAD_MAX_CONCURRENT_THREAD_COUNT
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#if defined(EA_PLATFORM_DESKTOP)
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#define EATHREAD_MAX_CONCURRENT_THREAD_COUNT 16
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#elif defined(EA_PLATFORM_MOBILE)
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#define EATHREAD_MAX_CONCURRENT_THREAD_COUNT 4
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#elif defined(EA_PLATFORM_NX)
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#define EATHREAD_MAX_CONCURRENT_THREAD_COUNT 2 // -1 core so we don't kick off the main thread
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#else
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#define EATHREAD_MAX_CONCURRENT_THREAD_COUNT 8
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#endif
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#endif
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int TestThreadSync();
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int TestThreadAtomic();
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int TestThreadCallstack();
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int TestThreadStorage();
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int TestThreadSpinLock();
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int TestThreadRWSpinLock();
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int TestThreadFutex();
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int TestThreadMutex();
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int TestThreadRWMutex();
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int TestThreadSemaphore();
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int TestThreadRWSemaLock();
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int TestThreadCondition();
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int TestThreadBarrier();
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int TestThreadThread();
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int TestThreadThreadPool();
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int TestThreadSmartPtr();
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int TestThreadMisc();
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int TestEnumerateThreads();
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int TestCpuAvailableAffinityMask();
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#endif // Header include guard
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